"Legends of the New Republic" (v1.0) custom cards

By Jadotch, in X-Wing

"Legends of the New Republic"

-or-

"How Jadotch has no life, and spends all his time photoshopping Star Wars cards that ultimately does not mean anything."


It started out as a simple, oh, I want to fix the E-Wing ... And became a "most wanted" type fix for the Rebels.

So I finally finished version 1.0 of how I would like to "upgrade" X-Wing, and help smooth out some of its issues. I would like feed back on any errors you may see, or if you think if a card is not priced correctly, or if you can think of a way to word something better.

Also, about half the "Art" is a custom photoshop job (meaning I combine 2 or 3 pieces available through google images.) The other stuff is pulled straight off images.

First the E-Wings.

Captian Saz.jpg

PickPilot.jpg

BlackmoonVet.jpg

The B-Wing

Lt Deegan.jpg

Karie Neth.jpg

NovaSquad.jpg

The HWK-290

Riv Shiel.jpg

And I am out of space ... I am creating a Flickr now.

33992155115_bc9b5ff9a4.jpg

The Titles:
33992156615_31d40fd80a.jpg 33992155245_bc4c15c462.jpg 33607628720_6cde330907.jpg

*On the Gyroscopic Cockpit, the text has been corrected. "Then add 1 stress token."

Edited by Jadotch

The Astromechs:

33992155315_cc02d34271.jpg 33992156885_6b45364c41.jpg 33606772200_046eb871ee.jpg 33606771730_d78c13784e.jpg

These HWK fixes are looking pretty awesome, as are all the abilities so far, the only one I am overly concerned with being a little to OP is luitenant Deegan. Maybe an only at range 3 clause or a you cannot attack next round double tap like Corran has would make it more balanced or even a point limit on the torpedo used would help. Regardless these are awesome cards, I looks forward to seeing what else you have in store.

If I can offer a suggestion I would like to see a regen ability on the HWK that allows you to skip your attack (weapons disabled token) to recover a shield. This further supports the HWK as a support/shuttle type vess l rather than as a turret carrying ship.

keep up the cool work ^^

The Crew:
33992157275_b1a43e930b.jpg 33992156795_f05b62c8e1.jpg 33992156175_ed12b1499a.jpg 33863574051_9c021f4f7d.jpg

Edited by Jadotch

Systems:
33992155505_59456af6e7.jpg 33606771960_aec5422a78.jpg

.... And I am done.

Tibanna Synthesiser is an awesome card, I love the risk/reward ratio that it has, not sure about the slot it occupies though...

14 minutes ago, Quadjumper King said:

These HWK fixes are looking pretty awesome, as are all the abilities so far, the only one I am overly concerned with being a little to OP is luitenant Deegan. Maybe an only at range 3 clause or a you cannot attack next round double tap like Corran has would make it more balanced or even a point limit on the torpedo used would help. Regardless these are awesome cards, I looks forward to seeing what else you have in store.

If I can offer a suggestion I would like to see a regen ability on the HWK that allows you to skip your attack (weapons disabled token) to recover a shield. This further supports the HWK as a support/shuttle type vess l rather than as a turret carrying ship.

keep up the cool work ^^

I am trying to lean more towards "support ship" role.

Thanks for the compliment.

2 minutes ago, Quadjumper King said:

Tibanna Synthesiser is an awesome card, I love the risk/reward ratio that it has, not sure about the slot it occupies though...

I was looking for another "1 squad point" for the systems card for E-Wing Title. It fits into E-Wing lore, and that is how it ended up there.

3 minutes ago, Jadotch said:

I am trying to lean more towards "support ship" role.

Thanks for the compliment.

I personally think that ten Hwk needs either regent or the ability to pass off its Focus Tokens more effectively as it can store them so well maybe something like "choose one ship at range one for each stress token assign to that ship pass it one focus token" the HWK in my mind is like a cheaper U-Wing especially because of the Dial.

your Photoshop jobs are awesome and I plan on printing a few of these for a play test relatively soon along with some other custom cards to try ;)

PS Most everything is fairly accurate to Star Wars "legend lore". Most everything can be looked up in one way or another on Wookiepedia. Even if they are barely mentioned. Like Pick, who was a green squadron pilot during Endor. Green Squadron was eventually rolled into Blackmoon, so I assumed he survived? I took liberty for the word "Spacer" and when a ship was not mentioned, and put them in the HWK-290.

Edited by Jadotch
7 minutes ago, Quadjumper King said:

I personally think that ten Hwk needs either regent or the ability to pass off its Focus Tokens more effectively as it can store them so well maybe something like "choose one ship at range one for each stress token assign to that ship pass it one focus token" the HWK in my mind is like a cheaper U-Wing especially because of the Dial.

your Photoshop jobs are awesome and I plan on printing a few of these for a play test relatively soon along with some other custom cards to try ;)

Thank You!

It was one of those things where I could not find a piece of art that really fit the card, and there is definitely a lack of E-Wing art out there that has not been used 1000x over.

47 minutes ago, Jadotch said:

The Titles:
33992156615_31d40fd80a.jpg

All looks very good. This is the only one I'm unsure about. The E-Wing is most definitely overcosted and really needs a flat out points reduction rather than a situational one.

(might be different if there was a half decent 1 point astro in this game that could go with FCS for this though :) )

6 minutes ago, Stevey86 said:

All looks very good. This is the only one I'm unsure about. The E-Wing is most definitely overcosted and really needs a flat out points reduction rather than a situational one.

(might be different if there was a half decent 1 point astro in this game that could go with FCS for this though :) )

Rebel Regen + Corran Horn is why it is so complex. I will put my mind to it ... "Whistler" I was afraid would be too powerful on Corran, but he is also taking the place of R2-D2. ("Whistler" would be pretty useless on anyone else .)

Edited by Jadotch
26 minutes ago, Jadotch said:

PS Most everything is fairly accurate to Star Wars "legend lore".

This is my favourite bit. FFG seem to have completely given up on this.

I'm currently reading Shadow Games and I reckon you've captured Eaden Vrill perfectly.

5 minutes ago, Jadotch said:

Rebel Regen + Corran Horn is why it is so complex. I will put my mind to it ...

I had something for this a while back and I can't for the life of me remember what it was.

But the gist of it was it strongly encouraged not taking R2-D2 to get the full benefit from it (you still could, but it wasn't as effective).

6 minutes ago, Stevey86 said:

This is my favourite bit. FFG seem to have completely given up on this.

I'm currently reading Shadow Games and I reckon you've captured Eaden Vrill perfectly.

I had to include him in it! I was going for after Endor and just "Legends", with the exception of Eaden Vrill. I have a soft spot for the guy.

Edited by Jadotch

Captain Saz: Feels even weaker than Etahn A'baht. Sure it's a blank, but it's only for him (her?) self and only if the defender has an Evade token.

"Pick": So our combos are R2-F2, R5-D8, and R7-T1. R2-F2 seems OK, Stealth Device that never really goes away but only activates on green maneuvers. R5-D8 is pretty terrible with only 2 Hull, and still not worth it with a Hull Upgrade. R7-T1 does what he always does, but can stack more easily with other actions, which is nice. Overall a pretty weak ability, but I like the room for potential.

Blackmoon Squadron Veteran: Fits the generic E-Wing curve well, which is to say it's probably underpowered. However, I'd rather that, and other things to fix the ship's weaknesses, than something completely off-curve that obliterates any chance of fixes being balanced both for itself and existing ships.

Lieutenant Deegan: I'm not sure this actually works, since you need to spend a TL to fire every Torpedo. Precluding Gunner is a good idea, though it strikes me as somewhat unnecessary since that would be an insanely expensive ship (39 points bare minimum; 37 with Baze).

Karie Neth: Seems decent. Elusiveness, anyone?

Nova Squadron Veteran: This one gets suggested with every new B-Wing "pack" and I hate it. It's strictly better than a Dagger Squadron Pilot (throw Adaptability on it and you get PS4 for a point cheaper, plus the ability to go down to PS2 if needed). I know Daggers aren't exactly useful at the moment, but I despise things that hands-down make other things obsolete.

Riv Shiel: Interesting that it's Range 2-3, is there a reason for that? Also, would probably be fine at 22 points, 1 point more than Kyle for +1PS.

Sian Tevv: Intriguing as a purely support ship, since you can't decloak or shoot. I wonder what the best crew would be...

Escort Package: At first glance, it seems a little complicated, but I think it's a nice fix. The Sensor/Astro point restriction is interesting and wisely precludes strong regen combos. The +1PS during combat is subtle, but nice. You could end up blocking someone and still shooting before them. A trio of your Blackmoon Vets could take FCS/R2 and Juke. Still doesn't sound super strong, but at least the E-Wing gets a little bit of action economy and can pack a little punch. Almost comparable to, say, triple Crackshot Glaive Defenders.

Republic Courier: Quad TLT Rebel Operatives with Recon Specialists are pretty cool, but not A Thing™. This would let you upgrade one to, say, Roark with Moldy Crow and his own (full-price) RecSpec. Sounds fun. See also, of course, Sian Tevv: 18-point, 4-Agility Operations Specialist handing out Focus tokens? Maybe?

R8 Astromech: Way too situational for 2 points, IMO, which seems to be a theme among some of your cards.

"Catch": Like the ability, but again, still situational.

"Sparky": White 2 K-turn with a Boost/Barrel roll that lowers your Agility... so crazy it just might work. Obviously "Pick" likes him.

"Whistler": OK, I guess? It's not a bad ability per se, just feels a little disappointing.

Admiral Ackbar: Great idea for his ability. Not too many Dual Upgrades yet, but again I like the room for potential.

Eaden Vrill: Lovely ability.

Lieutenant Blount: I guess he went to the same school as Commander Alozen. Nothing wrong with the ability, though.

Tekli: Incredibly situational? Check. 2 points? Check...

PK-8F Analysis Grid: Extra attack dice are certainly powerful, but... situational? Check? 2 points? 3, sir!

Tibanna Synthesizer: This is a weird one. On the one hand, you have the world's worst Heavy Laser Cannon. On the other hand, you're slightly better at Range 1. I do like the tension of a weakness and strength built into one, but I can't think of anyone who would really want this.

Overall, some interesting stuff here. Definitely a few that need work, though.

I am a HUGE fan of gyroscopic cockpit!!! That would really bring B-Wings back!

1 hour ago, ObiWonka said:

Overall, some interesting stuff here. Definitely a few that need work, though.

Thank you for the feedback! I am not looking to make something that dominates the game, so I was really restrictive on how much I want to push the power-levels. A lot of it was just making unused items at least somewhat useful. Like Pick making the Astromechs with "actions" interesting. (If you can not tell, a lot of these were designed when 3x U-boats and Palp Ace's were dominating the meta.) Yes, some are very situational.

Couple notes:

Akbar and Takli are both looking towards other cards being released.
For Whistler-on Corran. Everything can happen in the end phase. It can transform him into the ultimate arc-dodger .... Every other turn.
Lieutenant Blount-I totally miss that!!
Lieutenant Deegan-It was planned with Fire-Control Systemic mind.

Again, I am taking notes.

Edited by Jadotch
1 hour ago, AngryAlbatross said:

I am a HUGE fan of gyroscopic cockpit!!! That would really bring B-Wings back!

I need to add the word "add" to the text. I accidentally saved over that card, and redid it last minute.